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Paladin: Difference between revisions

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Mark bonuses to be removed with the Revenant expansion.
Add {{Update)).
 
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{{Update|Review text for the removal of the MJD cooldown bonus}}
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* SHIP ATTRIBUTES SECTION (last update : 2023-06-14)
* SHIP ATTRIBUTES SECTION (last update : 2025-09-09)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't
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| bandwidth=25 Mbit/sec
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| info= Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.
| quote= My Sword is Yours, My God, and Your will guide me.
 
| quote_attribution= The Scriptures. Prophet Kuria. Paladin's Creed.
Developer: Carthum Conglomerate
| info= Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides resistance to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.
 
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.
| bonuses= '''Marauders bonuses (per skill level):'''<br>
| bonuses= '''Marauders bonuses (per skill level):'''<br>
7.5% bonus to Armor Repairer amount<br>
7.5% bonus to Armor Repairer amount<br>
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100% bonus to Large Energy Turret damage<br>
100% bonus to Large Energy Turret damage<br>
100% bonus to Tractor Beams range and velocity<br>
100% bonus to Tractor Beams range and velocity<br>
70% reduction in Micro Jump Drive reactivation delay<br>
•&nbsp;Can fit Bastion modules<br>
•&nbsp;Can fit Bastion modules<br>
To be removed with the Revenant expansion (12 November 2024)<br>
100% bonus to Shield Extender hitpoints<br>
50% bonus to Armor Plate hitpoints<br>
5% Additional bonus to Reinforced Bulkhead hitpoints


| structurehp=8,500 HP
| structurehp=8,500 HP
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Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like [[Gone Berserk (Level 4)|Gone Berserk]].
Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like [[Gone Berserk (Level 4)|Gone Berserk]].


As a derivative of the [[Apocalypse]], the Paladin excels at sniping, receiving a default 37.5% bonus to large energy turret optimal range due to it requiring {{sk|Amarr Battleship|V|icon=yes}}. This capability can initially seem to be at odds with the marauder's focus on remaining immobile in Bastion Mode, but strategic use of a Micro Jump Drive allows the Paladin to both kite and snipe with full effectiveness. When modified by the Paladin's reduction to MJD cooldown time, an equipped MJD can be activated approximately every 50-60 seconds, which lines up almost perfectly with the 60-second cycle of the Bastion Module. A pilot wishing to "kite" enemies with a Paladin can warp into combat range, establish aggro, then jump away with the MJD and immediately activate the Bastion Module for a single cycle. When the Bastion Module's cycle ends, the pilot can immediately jump away again and repeat this cycle.
As a derivative of the [[Apocalypse]], the Paladin excels at sniping, receiving a default 25% bonus to large energy turret optimal range due to it requiring {{sk|Amarr Battleship|V|icon=yes}}. This capability can initially seem to be at odds with the marauder's focus on remaining immobile in Bastion Mode, but strategic use of a Micro Jump Drive allows the Paladin to both kite and snipe with full effectiveness. <s>When modified by the Paladin's reduction to MJD cooldown time, an equipped MJD can be activated approximately every 50-60 seconds, which lines up almost perfectly with the 60-second cycle of the Bastion Module. A pilot wishing to "kite" enemies with a Paladin can warp into combat range, establish aggro, then jump away with the MJD and immediately activate the Bastion Module for a single cycle. When the Bastion Module's cycle ends, the pilot can immediately jump away again and repeat this cycle</s>.


A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to weapon cap usage allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty.
A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to weapon cap usage allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty.
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== Patch History ==
== Patch History ==
{{Expansion past|width= 45%
{{Expansion past
|'''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes])
|'''Legion Major Update 2025-09-09''' [https://www.eveonline.com/news/view/patch-notes-version-23-01 Patch notes: Version 23.01] Release 2025-09-09.1
* Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.
'''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes])
* Balance Changes - Marauders
* Balance Changes - Marauders
** 100% bonus to Shield Extender hitpoints removed
** 100% bonus to Shield Extender hitpoints removed